Collada plugin for
After Effects

More info here
VR

UE4 notes

fbx for truespace

import blender - both work but different naming

blender has 26 frames after import, starts at 1 tS has 30 frames lightwave from 0 to 30 with uneven spacing

blender preset units centimeters(scale=0.01, metric) before import -> good scale is 1

April 3, 2017

unreal for truespace

script node:


obj imports as stair mesh parent to null with proper name, no 180 degree in z, colors are good
maybe better than fbx for this

textures must be in the same folder as the obj file
mtl file must start with a comment line or not work for anyone
blender can read the obj with full textures
truespace can only get diffuse textures
export from blender as fbx then truespace can read spec and normal - with error messages
fbx converter does not make spec and normal good from obj file - explains why tS cannot read obj spec and normal
lightwave will ask for the location of the textures if not with obj file
lightwave reads all textures but only applies diffuse - maybe autodesk limitation again?

best obj - copy textures to obj path,edit mtl file add #line at top load into blender(centimeter)

April 3, 2017

ue4 cinematic notes

blender is easy - for staticmesh use default Yup and -Z forward, for cinematics use Zup and Y forward, no smoothing groups error for staticmesh

tS parent camera to "fake camera" and set camera matrix roll and pitch to -90 to match unreal camera with 0 rotations also note that imported staticmeshes are fully frozen to work
camera fov anim imports and if no transform changes they are ignored

April 15 - export camera and light from blender to cinematic still needs work? checking now did not test with notes listed here, confirmed still bad - position is good but rotation is wrong and see no way to fix it, quick test shows non camera/lights are good

April 7, 2017

misc

scene tree view messes up undos

copy tS node attributes - improve this and maybe button and installer or web interface

blender will show realtime shadow for spotlight

  • must set light clip start and end
  • falloff constant
  • display shading enable bakcface culling
  • display mode material

blender sunlight shadow = use blender game render and make frustrum large

text notes unreal engine4 2017

April 7, 2017

ue4 summary notes

scene tree view messes up undos

blender key imports off because of 25fps issue

April 7, 2017

final thoughts

blender camera/light export import not so good

blender all else animation much better

need joint renaming to use blender properly with apollo project - need to learn

blender imports at 25 fps, but will export at 30fps fine

fix 25 fps by

  • open graph editor
  • set pivot point to 3d cursor
  • press s then x then type 1.2 which comes from 30/25s, result is span of 30 frames with one missing in the center(weird), but should be doable :)

blender

  • set scene before import to centimeter 0.01 scale
  • rotate light in local Y -90deg
  • view clip end to 50 meters or so
  • backface culling
  • shadows = render blender game, spot light -> clip start and end in meters, falloff constant, size 1024/2048
  • can easily lose shadows - difficult, clip start and end are key
  • ue4 cinematics zup y forward, regular use defaults yup -z forward
  • note from blender 2.77a tests fbx export smoothing = edge

old note lightwave fbx import from ue4 scale keys not timed correctly, rot and trans ok, no realtime shadows, sideways import - only real limitation apollo project needs rt shadows to position things, vpr looks promising

lightwave probably good for animation - test this

pretty much ready to release all tS stuff and officially note blender stuff - April 15 2017 9 pm

April 16, 2017

final thoughts 2

Export FBX > Animation uncheck NLA Strips and All Actions

if not then multiple anim stacks and only first is read into ue4 cinematics

looks like need one and only one animstack exported

    blender camera motion export
  • select cameraA
  • object > snap > cursor to selectedAA
  • make empty - type Arrows
  • add camera to selection - then ctrl p to parent
  • object properties cube - rt click rotation > copy all to selected, seems backward but ok
  • rotate x so z is up rel to camera -90 deg
  • rotate z so x forward 90 deg
  • object animation > bake action, all checked except last
  • export fbx selected only and usual uncheck NLA Strips and All Actions,Zup Yforward
  • note: fov animation does not export

pretty much ready to release all tS stuff and officially note blender stuff - April 17 2017 9 pm

April 17, 2017

more not so final thoughts

blender enable back face culling

    success blender camera export
  • parent null to camera
  • object > parent > clear parent inverse
  • position 0,0,0
  • rotation -90,90,0 now null has z up and x forward which matches ue4 viewport widget for camera
  • fbx export selected, uncheck all actions, z up, y forward

lightwave cannot export selected item so can not export a null "copied" from camera

April 29, 2017

ue4 fbx level -> lightwave

no scale on import

materials black - need script to fix them

light rotation fix(camera too?) - may need another rotation

  • add null
  • parent null to light, not in place
  • unparent null, in place
  • parent light to null, in place
  • Add to Rotation 90 heading on light

scene imports sideways

  • add null
  • parent all top level items to the null
  • set rotation of the null 90 pitch

lightwave camera -> ue4 cinematics

  • add null
  • parent camera to null
  • parent the null to the level 90 pitch null
  • set 90 pitch null to 0 value for pitch
  • add null
  • parent null to camera, not in place
  • add null
  • parent to previous null, not in place
  • set heading -90, set pitch 90
  • add null, grid shape
  • set motion rot,loc same as item previous null, result will be -z up and x forward relative to camera
  • use lscript to bake - http://mentalfish.com/2009/09/motion-baker/
  • remove all other animated items
  • fbx export only animation option checked

note if lw camera not start at same location/orientation of ue4 camera then need all values to change or they will be filtered out. so be sure x,y,z and h,p,b all change over the course of the animation

mesh animation goes straight in, if parented to 90p null can properly see/compare with ue4 result. still need to remove other animations

import anim to content browser? - wont import without mesh, only one animation for all imported

April 30, 2017

fbx

tests - Lightwave will export vertex colors from Layout, base morph must be selected to export morphs from LW

Blender will export LOD via trick(python) and Lightwave does not do LOD

June 4, 2017

t3d for truespace

notes: unrealEngine4Notes_2017.txt

June 7, 2017

t3d import and notes - see notes file

fbx is the best format to transfer a scene from ue4 to truespace. bad parts: black materials, no camera fov, skel mesh

obj scene no cameras or lights

new t3d: unrealEngine4Notes_2017.txt

June 8, 2017

truespace fbx fix

also keyframes only mode reads directly from the curve editor which can go crazy when things go beyond 90 degrees

sometimes go crazy when things go beyond 90 degrees rotation - THIS IS A TIME WASTER watch out for it

note imports to blender from tS look good

June 10, 2017

truespace ue4

basic tS staticmesh to ue4

  • export staticmesh from tS no fixyaw
  • import ue4 built-in normal mode
  • add to level - looks good
  • animate in tS export animation with fixyaw = good anim in ue4

basic tS skel mesh to ue4 - NO fixyaw

  • export skelmesh from tS
  • add to level - looks good
  • export animation from tS
  • import to content browser animation only - need work out how name stuff in tS
  • use animation in cinematics - looks good
June 11, 2017

tS Animation NOTE: Story view has poor performance, switch to DopeSheet or FCurve for good performance

June 12, 2017

check ue4 fbx export tS import

notes

updated text of fbx install node - ready to publish

    tests on third person example map and content browser etc.
  • Content > Mannequin > Character > Mesh > SK_Mannequin - needs manual adjustment
  • ThirdPersonCharacter from map - needs manual adjustment, maybe not good for animation re-export
  • Export Asset button > Animation Data - cleanest import to tS, option of include mesh
  • Content > Mannequin > Animations > ThirdPersonRun - only export animations, no mesh option
  • ThirdPersonExampleMap - skelmesh manual adjustments similar to character from map

fbx to tS is good

September 16, 2017

check ue4 fbx tS

notes updated

  • ue4 cinematics camera transform and fov animations to tS are good
  • ts camera to ue4 good - must set sensor size to match
  • render from tS and ue4 shows camera aimation matches at keyframes
  • ue4 scene lights and camera fbx to tS is good, except no fov data on camera
  • skel mesh(blueprint) pose is default inside truespace, in ue4 looks like fame of idle animation

fbx to tS is still good

September 17, 2017

check ue4 fbx and t3d tS

fbx tS to ue4 level

  • use yaw fix 180 if import static mesh into level
  • do not use yaw fix 180 if import to content browser
  • normalmap use built in option
  • create level actors option
  • fbx cameras and lights imported to level look good but structures don't match ue4 cam and light structures, import as actors not spotlight and camera

t3d tS to ue4 level

  • use *.* filename trick to import t3d files
  • level goes black -> save to fix it
  • cameras and lights are good and structures match built in ue4 structures
October 3, 2017

stuff

looks like it may be "easy" to add curve import to the tS -> blender plugin

January 17, 2018

ue4 notes

import fbx map to tS

all colors black, select and press Process StaticMeshes on t3dfbx import export utility

scale 0.01

collision meshes import inside out

infinite light no shadows - select and press convert infinite to directional on t3dfbx import export utility

skel mesh - skeleton outside etc

  1. copy skeleton into actor
  2. mesh to -180 yaw
  3. root joint already has values of -180 roll, 180 yaw
  4. mesh ownermatrix connect to skeleton wldmatrix
  5. skeleton owner matrix connect to transform world
  6. fake skeleton obj matrix connect to real skeleton matrix then disconnect
  7. remove the fake skeleton
  8. rename real skeleton by removing ", 1"
  9. check and fix any "bad connections"
  10. transfer bind then skin and transfer animation
  11. finagle to match original mesh position and orientation

results are good

import fbx ThirdPersonIdle from anim/bp editor

mesh and animation good - arm hanging and telescoped

  • use weight paint to find the bad bone
  • animview fcurve
  • "upperarm_twist_01_lBone" - set joint all tx keys to 0
  • "lowerarm_twist_01_rBone" - set joint all tx keys from 0.28 to 0.14 which matches left side joint
  • note: same occurs when import to Blender or Lightwave - error in ue4 export

results are good

import fbx ThirdPersonIdle no animation then import animation only

imported ThirdPersonWalk which came from browser export

have to rename imported node to match skeleton name before transfer animation

results are good

import fbx camera from cinematics

got motion and fov animation

results are good

import fbx from ue4 is all good

export fbx ts import to ue4 level

import fbx from tS into ue4 level is good - quick test

August 27, 2018
April 7, 2017